glutin | level library for OpenGL context creation | Game Engine library

 by   rust-windowing Rust Version: v0.30.7 License: Apache-2.0

kandi X-RAY | glutin Summary

kandi X-RAY | glutin Summary

glutin is a Rust library typically used in Gaming, Game Engine applications. glutin has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

A low-level library for OpenGL context creation, written in pure Rust.
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            kandi-support Support

              glutin has a medium active ecosystem.
              It has 1834 star(s) with 464 fork(s). There are 53 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 11 open issues and 608 have been closed. On average issues are closed in 162 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of glutin is v0.30.7

            kandi-Quality Quality

              glutin has no bugs reported.

            kandi-Security Security

              glutin has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              glutin is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              glutin releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            glutin Key Features

            No Key Features are available at this moment for glutin.

            glutin Examples and Code Snippets

            No Code Snippets are available at this moment for glutin.

            Community Discussions

            QUESTION

            How to read a file from within a move FnMut closure that runs multiple times?
            Asked 2021-Jun-15 at 16:56

            I'm using glutin and so have a move closure for my program's main loop and I'm trying to play an audio file with the rodio crate. With the following code everything works and I get one beep every time the program loops:

            ...

            ANSWER

            Answered 2021-Jun-15 at 16:27
            The Problem

            Basically, the problem at hand is that rodio::Decoder::new consumes the value which it reads from (well, actually it is already consumed by BufReader::new). So, if you have a loop or a closure that can be called multiple times, you have to come up with a fresh value each time. This what File::open does in your first code snipped.

            In your second code snipped, you only create a File once, and then try to consume it multiple times, which Rust's ownership concept prevents you from doing.

            Also notice, that using reference is sadly not really an option with rodio since the decoders must be 'static (see for instance the Sink::append trait bound on S).

            The Solution

            If you think your file system is a bit slow, and you want to optimize this, then you might actually want to read the entire file up-front (which File::open doesn't do). Doing this should also provide you with a buffer (e.g. a Vec) that you can clone, and thus allows to repeatedly create fresh values that can be consumed by the Decoder. Here is an example doing this:

            Source https://stackoverflow.com/questions/67988070

            QUESTION

            How to create a table automatically? Using html+angular+typescript
            Asked 2021-May-28 at 09:59

            I'm trying to create a table automatically using Angular and HTML. I take data from a mysql database using PHP, and Angular can see them thanks to JSON.

            In admin.component.html file I create the table using *ngFor in this way:

            ...

            ANSWER

            Answered 2021-May-28 at 09:59

            Since *ngFor is placed on the td tag it ends up creating multiple td tags, one for each element within element.Ingredienti and element.Allergeni. What you want is to display the whole element.Ingredienti array within a single td. So generating some other tag within a single td is the way to go.

            Something like this should solve your issue

            Source https://stackoverflow.com/questions/67736654

            QUESTION

            Can't use struct after its partially moved by closure
            Asked 2021-May-13 at 18:20

            I'm trying to code a wrapper struct around the creation of an event_loop and a graphical context:

            ...

            ANSWER

            Answered 2021-May-13 at 05:18

            What you want is to destructure your structure to get its parts, so that you can move only one of them to the closure:

            Source https://stackoverflow.com/questions/67514086

            QUESTION

            Ownership issues when attempting to work with member variables passed to closure in member method
            Asked 2021-May-09 at 02:37

            I am attempting to encapsulate the event loop execution of glutin/winit in a custom class described in the example section over here: https://docs.rs/glutin/0.26.0/glutin/window/struct.Window.html

            Now I am running into the issue of handling the ownership of self members when attempting to access them in a closure passed to a method:

            ...

            ANSWER

            Answered 2021-May-09 at 02:37

            I solved this particular issue by making event_loop of type Option<()>> and the run method invoking self.event_loop.take().unwrap().run(...). Unfortunately I really dislike the semantics of this solution since in theory the event loop exists during the entire lifespan of the window and my solution leaving a None in its place doesn't feel right at all.

            Source https://stackoverflow.com/questions/67349506

            QUESTION

            Why does managing OpenGl in Rust require Unsafe Code?
            Asked 2021-Apr-17 at 19:23

            I've been writing an app in Rust that uses some OpenGL, and I've observed a trend in how OpenGl is accessed/managed in rust code. Frequently it seems that managing or creating an OpenGl context requires unsafe.

            Why do these examples require unsafe code? I haven't been running into any problems because of this unsafe designator, but I'm just curious as to why its there. What kind of problems or constraints do these unsafe requirements impose on developers?

            from glutins Multi-Window example

            ...

            ANSWER

            Answered 2021-Apr-17 at 19:23

            OpenGL is implemented as a library with a C ABI. If you want to call a C function from rust, it always means you have to use unsafe because the C implementation knows nothing about the safety features of rust and naturally doesn't support them. Furthermore, OpenGL uses raw pointers in its API to pass data from or to the GL, which also requires unsafe code in rust.

            Source https://stackoverflow.com/questions/67141789

            QUESTION

            Attempted to leave type `PointerState` uninitialized
            Asked 2020-Dec-12 at 15:57

            I wanted to try to make a game in Rust using Piston. This is the first time I have used this library. I took this code from the official doc to test it. However, when my mouse touches the application window it closes immediately and I don’t understand why.

            ...

            ANSWER

            Answered 2020-Dec-12 at 03:47

            This is apparently a bug in an old version of winit, which is fixed in the latest winit release. However, various crates e.g. amethyst, piston, ggez, etc. still use winit 0.19. In Rust 1.48.0 the issue has apparently manifested itself as a panic.

            On the amethyst issue tracker a comment mentions, that for now a possible workaround is to revert back to Rust 1.47.0. If you're using rustup, then you can do that by executing the following command:

            Source https://stackoverflow.com/questions/65260914

            QUESTION

            How to pass data to openGL functions correctly in Rust
            Asked 2020-Aug-13 at 10:04

            I'm trying to abstract openGL in Rust. I use glutin to communicate with openGL (here is the code I started with). I'm having problems abstracting Uniforms in fact they randomly get -1 as location (the same code sometimes works and sometimes doesn't).

            I checked if the program was in use and it was so I started wondering if there is a problem in the way I send the data to openGL:

            ...

            ANSWER

            Answered 2020-Aug-10 at 11:20

            According to the documentation for GetUniformLocation:

            This function returns -1 if name​ does not correspond to an active uniform variable in program​, if name​ starts with the reserved prefix "gl_", or if name​ is associated with an atomic counter or a named uniform block.

            So you're not error-checking your gl calls, and it looks like there are cases where you're calling GetUniformLocation incorrectly, which could account for "sometimes it works, sometimes it does not".

            Source https://stackoverflow.com/questions/63339027

            QUESTION

            Set frame redraw rate in glium?
            Asked 2020-May-04 at 16:48

            I am trying to make a game loop using glium in rust. My goal is to get the screen to redraw 60 times per second. With the current event loop code I have, the frame only gets redrawn when the window size changes. I read in the glutin docs, that I need to call request_redraw somewhere, but I'm not sure how/where. This is my code so far:

            ...

            ANSWER

            Answered 2020-May-01 at 17:19

            I haven't used glium before (I've been making some graphics applications directly off of Vulkano for a while). However, perusing the API, it seems you can get your Window handle from winit by going through a series of apis. I outlined them in the below code. Something like the below should work for you. The key is getting access to the Window handle from winit. Scrolling through the Window API you should see this: request_redraw. You can then insert game-loop logic around your event handler like this:

            Source https://stackoverflow.com/questions/61546655

            QUESTION

            Sepetate 2 glutinous arrow header in graphviz
            Asked 2019-Jul-31 at 07:24

            Hi my arrow like following:

            https://i.imgur.com/EJNtfc3.png

            Arrow on the red marked is glutinous.

            How do I divide it?

            add code

            https://www.codepile.net/pile/XKvOwL3A

            ...

            ANSWER

            Answered 2019-Jul-31 at 07:24

            In your situation fastest fix would be to add nodesep = 0.15 graph attribute (right after digraph { statement). This attribute adjusts the minimal distance between the nodes in one rank. This results in:

            Also you may play with headport and tailport attributes, as I suggested in the comment. Shortcut for them is to add a colon after node when you are defining edge.

            If you replace TR_Client_Data -> idle with TR_Client_Data -> idle:e you will get this result:

            Edges are crossed, but they are apart.

            Also I've noticed that you define node attributes in a wrong way: keyword node defines global attributes for all nodes in the graph (or subgraph). If you want to specify attributes for a single node, place them after node definition.

            e.g.

            WRONG:

            Source https://stackoverflow.com/questions/57259842

            QUESTION

            Missing Libraries on Linux with Rust and Amethyst
            Asked 2019-Apr-21 at 06:53

            When I try to cargo build the 'hello world' of amethyst on Ubuntu 18.04, I get an error about missing libraries from lxbcb. I'm not sure what this error is trying to tell me or how to fix it. It seems like I'm missing libraries -lxcb-render, -lxcb-shap, and -lxcb-xfixes, but I can't seem to find them.

            The hello world code of amethyst

            ...

            ANSWER

            Answered 2019-Apr-21 at 06:53

            It looks like I missed installing some dependencies.

            sudo apt install pkg-config libasound2-dev libssl-dev cmake libfreetype6-dev libexpat1-dev libxcb-composite0-dev

            https://github.com/amethyst/amethyst#debianubuntu

            Source https://stackoverflow.com/questions/55758892

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install glutin

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

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